Does it work with world composite together?
**Like the following: **
World Origin Shifting
The World Composition editor supports shifting of the world origin by some arbitrary amount. Shifting the world origin results in adding an offset vector to all registered Actors in the world. Each Actor has an ApplyWorldOffset function which can be overridden in the child classes to do additional things. In case you have created a new AActor derived class and store absolute position values in it, you have to override ApplyWorldOffset function to make it work correctly with world origin changes and shift your absolute values in it. Rendering and physics primitives will be shifted in parallel to Actors in game thread.
Big Worlds and Multiplayer
Right now world origin shifting is not supported in the multiplayer games. Here are two solutions that can be implemented for your specific needs:
** Implement your own server solution. MMO licensees mostly do this.**
Implement some layer between clients and unreal dedicated servers which will transform shifted absolute positions from the clients and route them to the right dedicated server, which only holds part of the world where client is.
However if you disable world origin, shifting you can run a tiled world with a dedicated server. Dedicated servers will load all distance dependent levels, and each connected client will work as usual loading only level that satisfy streaming distance settings. A server holds a list of visible levels for each client and filters Actor replication by this list.